df391cc5be
Handles all the high level networking stuff
87 lines
2.7 KiB
C++
87 lines
2.7 KiB
C++
#ifndef MULTIPLAYER_PROTOCOL_H
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#define MULTIPLAYER_PROTOCOL_H
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#include "core/io/networked_multiplayer_peer.h"
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#include "core/reference.h"
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class MultiplayerAPI : public Reference {
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GDCLASS(MultiplayerAPI, Reference);
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private:
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//path sent caches
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struct PathSentCache {
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Map<int, bool> confirmed_peers;
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int id;
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};
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//path get caches
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struct PathGetCache {
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struct NodeInfo {
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NodePath path;
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ObjectID instance;
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};
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Map<int, NodeInfo> nodes;
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};
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Ref<NetworkedMultiplayerPeer> network_peer;
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int rpc_sender_id;
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Set<int> connected_peers;
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HashMap<NodePath, PathSentCache> path_send_cache;
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Map<int, PathGetCache> path_get_cache;
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int last_send_cache_id;
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Vector<uint8_t> packet_cache;
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Node *root_node;
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protected:
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static void _bind_methods();
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void _process_packet(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_simplify_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_confirm_path(int p_from, const uint8_t *p_packet, int p_packet_len);
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Node *_process_get_node(int p_from, const uint8_t *p_packet, int p_packet_len);
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void _process_rpc(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
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void _process_rset(Node *p_node, const StringName &p_name, int p_from, const uint8_t *p_packet, int p_packet_len, int p_offset);
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void _send_rpc(Node *p_from, int p_to, bool p_unreliable, bool p_set, const StringName &p_name, const Variant **p_arg, int p_argcount);
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bool _send_confirm_path(NodePath p_path, PathSentCache *psc, int p_from);
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public:
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enum NetworkCommands {
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NETWORK_COMMAND_REMOTE_CALL,
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NETWORK_COMMAND_REMOTE_SET,
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NETWORK_COMMAND_SIMPLIFY_PATH,
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NETWORK_COMMAND_CONFIRM_PATH,
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};
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void poll();
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void clear();
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void set_root_node(Node *p_node);
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void set_network_peer(const Ref<NetworkedMultiplayerPeer> &p_peer);
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Ref<NetworkedMultiplayerPeer> get_network_peer() const;
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// Called by Node.rpc
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void rpcp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_method, const Variant **p_arg, int p_argcount);
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// Called by Node.rset
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void rsetp(Node *p_node, int p_peer_id, bool p_unreliable, const StringName &p_property, const Variant &p_value);
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void add_peer(int p_id);
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void del_peer(int p_id);
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void connected_to_server();
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void connection_failed();
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void server_disconnected();
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bool has_network_peer() const { return network_peer.is_valid(); }
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Vector<int> get_network_connected_peers() const;
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int get_rpc_sender_id() const { return rpc_sender_id; }
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int get_network_unique_id() const;
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bool is_network_server() const;
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void set_refuse_new_network_connections(bool p_refuse);
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bool is_refusing_new_network_connections() const;
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MultiplayerAPI();
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~MultiplayerAPI();
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};
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#endif // MULTIPLAYER_PROTOCOL_H
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